Gaming headset with voice scrambling for private in-game conversations

ABSTRACT

An electronic device may be configurable to operate in a scrambling mode and a non-scrambling mode while processing chat audio and microphone audio for a first player participating in an online multiplayer game. While operating in the non-scrambling mode, the electronic device may be configured to transmit the microphone audio without scrambling the microphone audio. While operating in the scrambling mode, the electronic device may be configured to scramble the microphone audio and transmit the scrambled microphone audio. The electronic device may be operable to select a scrambling key used to scramble the microphone audio based on a signal received by the electronic device that indicates a role of the player in the online multiplayer game. The role of the player may correspond to which of two or more opposing teams the first player is a member of in the online multiplayer game.

PRIORITY CLAIM

This application is a continuation of U.S. patent application Ser. No.15/705,536 filed on Sep. 15, 2017, now U.S. Pat. No. 10,158,948, whichis a continuation of U.S. patent application Ser. No. 15/207,040 filedon Jul. 11, 2016, now U.S. Pat. No. 9,769,569, which is a continuationof U.S. patent application Ser. No. 14/445,461 filed on Jul. 29, 2014,now U.S. Pat. No. 9,392,355, which claims the benefit of priority toU.S. provisional patent application 61/879,985 titled “Gaming Headsetwith Voice Scrambling for Private In-Game Conversations,” filed on Sep.19, 2013, each of which is hereby incorporated herein by reference inits entirety.

INCORPORATION BY REFERENCE

U.S. patent application Ser. No. 13/040,144 titled “Gaming Headset withProgrammable Audio” and published as US2012/0014553 is herebyincorporated herein by reference in its entirety.

TECHNICAL FIELD

Aspects of the present application relate to electronic gaming. Morespecifically, to methods and systems for gaming headset with voicescrambling for private in-game conversations.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing for gaming will become apparent to one of skill in the art,through comparison of such approaches with some aspects of the presentmethod and system set forth in the remainder of this disclosure withreference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for gaming headset with voicescrambling for private in-game conversations, substantially asillustrated by and/or described in connection with at least one of thefigures, as set forth more completely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts an example gaming console.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation.

FIG. 1C depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 2A and 2B depict two views of an example embodiment of a gamingheadset.

FIG. 2C depicts a block diagram of the example headset of FIGS. 2A and2B.

FIG. 3A depicts two views of an example embodiment of an audiobasestation.

FIG. 3B depicts a block diagram of the audio basestation 400.

FIG. 4 depicts a block diagram of an example multi-purpose device.

FIG. 5A is a flowchart illustrating an example process for configuringgaming devices to support scrambled and unscrambled gaming chat audio.

FIG. 5B shows devices configured for scrambled and unscrambled gamingchat audio.

FIG. 6 is a flowchart illustrating example processing of chat audio in agaming system where scrambling of chat audio is supported.

FIG. 7A shows a portion of an example chat audio stream and the resultsof the example audio stream in the headsets of four players of twoopposing teams in an online multiplayer game.

FIG. 7B depicts an example scrambled audio burst communicated by agaming headset that supports scrambling for private conversations amonga subset of game chat participants.

DETAILED DESCRIPTION

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. As another example,“x, y, and/or z” means any element of the seven-element set {(x), (y),(z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms“e.g.,” and “for example” set off lists of one or more non-limitingexamples, instances, or illustrations. As utilized herein, circuitry is“operable” to perform a function whenever the circuitry comprises thenecessary hardware and code (if any is necessary) to perform thefunction, regardless of whether performance of the function is disabled,or not enabled, by some user-configurable setting.

Referring to FIG. 1A, there is shown game console 176 which may be, forexample, a Windows computing device, a Unix computing device, a Linuxcomputing device, an Apple OSX computing device, an Apple iOS computingdevice, an Android computing device, a Microsoft Xbox, a SonyPlaystation, a Nintendo Wii, or the like. The example game console 176comprises a video interface 124, radio 126, data interface 128, networkinterface 130, video interface 132, audio interface 134, southbridge150, main system on chip (SoC) 148, memory 162, optical drive 172, andstorage device 174. The SoC 148 comprises central processing unit (CPU)154, graphics processing unit (GPU) 156, audio processing unit (APU)158, cache memory 164, and memory management unit (MMU) 166. The variouscomponents of the game console 176 are communicatively coupled throughvarious busses/links 136, 128, 142, 14, 146, 152, 160, 169, and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150may receive audio and/or video from an external source via link 112(e.g., HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168(e.g., SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory,or the like) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audioand/or video is output to the SoC 148 via link 136 (e.g., CEA-861-Ecompliant video and IEC 61937 compliant audio). The southbridge 150exchanges data with radio 126 via link 138 (e.g., USB), with externaldevices via link 140 (e.g., USB), with the storage 174 via the link 170,and with the SoC 148 via the link 152 (e.g., PCIe).

The radio 126 comprises circuitry operable to communicate in accordancewith one or more wireless standards such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like.

The network interface 130 may comprise circuitry operable to communicatein accordance with one or more wired standards and to convert betweenwired standards. For example, the network interface 130 may communicatewith the SoC 148 via link 142 using a first standard (e.g., PCIe) andmay communicate with the network 106 using a second standard (e.g.,gigabit Ethernet).

The video interface 132 may comprise circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 may comprise circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 may comprise circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 may comprise circuitry operableto perform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 5, 7, or more channels for surroundsound) audio signals. The APU 158 comprises memory (e.g., volatileand/or non-volatile memory) 159 which stores parameter settings affectprocessing of audio by the APU 158. For example, the parameter settingsmay include a first audio gain/volume setting that determines, at leastin part, a volume of game audio output by the console 176 and a secondaudio gain/volume setting that determines, at least in part, a volume ofchat audio output by the console 176. The parameter settings may bemodified via a graphical user interface (GUI) of the console and/or viaan application programming interface (API) provided by the console 176.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, and/or the like). The user interface device 102 communicateswith the game console 176 via the wired link 140 (e.g., USB or thelike).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to thesubsystem 110 via link(s) 122 (e.g., S/PDIF for digital audio or “lineout” for analog audio). Additional details of an example audio subsystem110 are described below.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation. Shown is a headset 200 and an audiobasestation 300. The headset 200 communicates with the basestation 300via a link 180 and the basestation 300 communicates with the console 176via a link 122. The link 122 may be as described above. In an exampleimplementation, the link 180 may be a proprietary wireless linkoperating in an unlicensed frequency band. The headset 200 may be asdescribed below with reference to FIGS. 2A-2C. The basestation 300 maybe as described below with reference to FIGS. 3A-3B.

Referring to FIG. 1C, again shown is the console 176 connected to aplurality of peripheral devices and a network 106. The exampleperipheral devices shown include a monitor 108, a user interface device102, a headset 200, an audio basestation 300, and a multi-purpose device192.

The monitor 108 and user interface device 102 are as described above. Anexample implementation of the headset 200 is described below withreference to FIGS. 2A-2C. An example implementation of the audiobasestation is described below with reference to FIGS. 3A-3B.

The multi-purpose device 192 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like and that runs an operatingsystem such as Android, Linux, Windows, iOS, OSX, or the like. Anexample implementation of the multi-purpose device 192 is describedbelow with reference to FIG. 4. Hardware (e.g., a network adaptor) andsoftware (i.e., the operating system and one or more applications loadedonto the device 192) may configure the device 192 for operating as partof the GPN 190. For example, an application running on the device 192may cause display of a graphical user interface via which a user canaccess gaming-related data, commands, functions, parameter settings,etc. and via which the user can interact with the console 176 and theother devices of the GPN 190 to enhance his/her gaming experience.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thedevice 192 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the device 192 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are merely examples, anynumber and/or types of links among the devices of the GPN 190 ispossible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signaturesof particular audio clips (e.g., individual sounds or collections orsequences of sounds) that are part of the game audio of particulargames, of particular levels/scenarios of particular games, particularcharacters of particular games, etc. In an example implementation, thedatabase 182 may comprise a plurality of records 183, where each record183 comprises an audio clip (or signature of the clip) 184, adescription of the clip 184 (e.g., the game it is from, when it occursin the game, etc.), one or more gaming commands 186 associated with theclip, one or more parameter settings 187 associated with the clip,and/or other data associated with the audio clip. Records 183 of thedatabase 182 may be downloadable to, or accessed in real-time by, one ofmore devices of the GPN 190.

Referring to FIGS. 2A and 2B, there is shown two views of an exampleheadset 200 that may present audio output by a gaming console such asthe console 176. The headset 200 comprises a headband 202, a microphoneboom 206 with microphone 204, ear cups 208 a and 208 b which surroundspeakers 216 a and 216 b, connector 210, connector 214, and usercontrols 212.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset.

The speakers 216 a and 216 b convert electrical signals to soundwaves.

The user controls 212 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. Example functions which the controls 212 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 204, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, or the like) with another computingdevice, and/or the like.

The connector 214 may be, for example, a USB port. The connector 214 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 214 maybe used for communicating with another computing device such as asmartphone, tablet compute, laptop computer, or the like.

FIG. 2C depicts a block diagram of the example headset 200. In additionto the connector 210, user controls 212, connector 214, microphone 204,and speakers 216 a and 216 b already discussed, shown are a radio 220, aCPU 222, a storage device 224, a memory 226, and an audio processingcircuit 230.

The radio 220 may comprise circuitry operable to communicate inaccordance with one or more standardized (such as, for example, the IEEE802.11 family of standards, the Bluetooth family of standards, and/orthe like) and/or proprietary wireless protocol(s) (e.g., a proprietaryprotocol for receiving audio from an audio basestation such as thebasestation 300).

The CPU 222 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 224 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 222and/or the audio processing circuitry 230. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 212. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 230. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 230. As another example, one or more parametersettings may determine, at least in part, whether and which soundeffects are added to audio signals in the audio processing circuitry 230(e.g., which effects to add to microphone audio to morph the user'svoice). Example parameter settings which affect audio processing aredescribed in the co-pending U.S. patent application Ser. No. 13/040,144titled “Gaming Headset with Programmable Audio” and published asUS2012/0014553, the entirety of which is hereby incorporated herein byreference. Particular parameter settings may be selected autonomously bythe headset 200 in accordance with one or more algorithms, based on userinput (e.g., via controls 212), and/or based on input received via oneor more of the connectors 210 and 214.

The memory 226 may comprise volatile memory used by the CPU 230 and/oraudio processing circuit 230 as program memory, for storing runtimedata, etc.

The audio processing circuit 230 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 230 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 216 a and 216 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 210 and/or radio 220.

In an example implementation, the audio processing circuit 230 comprisescircuitry 240 operable to perform scrambling and/or descrambling of chataudio. For any particular burst of chat audio, scrambling anddescrambling of the burst may use a key or key-pair previouslyexchanged/established between sender and intended recipient of the audioburst. For example, for a first headset 200 to transmit a scrambledburst of chat audio to a second headset 200 (e.g., via network 106), thecircuit 240 of the first headset 200 may scramble the burst using aparticular key, and the circuit 240 of the second headset 200 may thenuse the same key (for symmetric key implementations) or a complementarykey (for asymmetric key implementations) to descramble the burst. In anexample implementation, the circuit 240 of the second headset 200 mayidentify the appropriate key for descrambling the burst based on anidentification signal prepended, appended, and/or embedded in the audioburst. For example, the circuit 240 in a sending headset 200 may prependan audio burst with a signal (in an audible or non-audible frequencyband) that identifies the sending device, the intended recipient of theburst, and/or a key required for descrambling the burst. Additionalexample details of scrambling chat audio for private communicationsamong a subset of participants in a gaming chat are described below withreference to FIGS. 5A-6.

FIG. 3A depicts two views of an example embodiment of the audiobasestation 300. The basestation 300 comprises status indicators 302,user controls 310, power port 324, and audio connectors 314, 316, 318,and 320.

The audio connectors 314 and 316 may comprise digital audio in anddigital audio out (e.g., S/PDIF) connectors, respectively. The audioconnectors 318 and 320 may comprise a left “line in” and a right “linein” connector, respectively. The controls 310 may comprise, for example,a power button, a button for enabling/disabling virtual surround sound,a button for adjusting the perceived angles of the speakers when thevirtual surround sound is enabled, and a dial for controlling avolume/gain of the audio received via the “line in” connectors 318 and320. The status indicators 302 may indicate, for example, whether theaudio basestation 300 is powered on, whether audio data is beingreceived by the basestation 300 via connectors 314, and/or what type ofaudio data (e.g., Dolby Digital) is being received by the basestation300.

FIG. 3B depicts a block diagram of the audio basestation 300. Inaddition to the user controls 310, indicators 302, and connectors 314,316, 318, and 320 described above, the block diagram additionally showsa CPU 322, a storage device 324, a memory 326, a radio 320, an audioprocessing circuit 330, and a radio 332.

The radio 320 comprises circuitry operable to communicate in accordancewith one or more standardized (such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like) and/orproprietary (e.g., proprietary protocol for receiving audio protocolsfor receiving audio from a console such as the console 176) wirelessprotocols.

The radio 332 comprises circuitry operable to communicate in accordancewith one or more standardized (such as, for example, the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like)and/or proprietary wireless protocol(s) (e.g., a proprietary protocolfor transmitting audio to headphones 200).

The CPU 322 comprises circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the audio basestation300. Such instructions may be part of an operating system or statemachine of the audio basestation 300 and/or part of one or more softwareapplications running on the audio basestation 300. In someimplementations, the CPU 322 may be, for example, a programmableinterrupt controller, a state machine, or the like.

The storage 324 may comprise, for example, FLASH or other nonvolatilememory for storing data which may be used by the CPU 322 and/or theaudio processing circuitry 330. Such data may include, for example,parameter settings that affect processing of audio signals in thebasestation 300. For example, one or more parameter settings maydetermine, at least in part, a gain of one or gain elements of the audioprocessing circuitry 330. As another example, one or more parametersettings may determine, at least in part, a frequency response of one ormore filters that operate on audio signals in the audio processingcircuitry 330. As another example, one or more parameter settings maydetermine, at least in part, whether and which sound effects are addedto audio signals in the audio processing circuitry 330 (e.g., whicheffects to add to microphone audio to morph the user's voice). Exampleparameter settings which affect audio processing are described in theco-pending U.S. patent application Ser. No. 13/040,144 titled “GamingHeadset with Programmable Audio” and published as US2012/0014553, theentirety of which is hereby incorporated herein by reference. Particularparameter settings may be selected autonomously by the basestation 300in accordance with one or more algorithms, based on user input (e.g.,via controls 310), and/or based on input received via one or more of theconnectors 314, 316, 318, and 320.

The memory 326 may comprise volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 330 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game and/or chat audio signals that are subsequently output to adevice (e.g., headset 200) in communication with the basestation 300.Additionally, or alternatively, the processing may be performed on amicrophone audio signal that is subsequently output to a device (e.g.,console 176) in communication with the basestation 300.

In an example implementation, the audio processing circuit 330 comprisescircuit 340 operable to perform scrambling and/or descrambling of chataudio. For any particular burst of chat audio, scrambling anddescrambling of the burst may use a key or key-pair previouslyexchanged/established between sender and intended recipient of the audioburst. For example, for a basestation 300 to transmit a scrambled burstof chat audio to a headset 200, the circuit 340 of the basestation 300may scramble the burst using a particular key, and the circuit 240 ofthe headset 200 may then use the same key (for symmetric keyimplementations) or a complementary key (for asymmetric keyimplementations) to descramble the burst. As another example, for afirst basestation 300 to transmit a scrambled burst of chat audio to asecond basestation 300 (e.g., via network 106), the circuit 340 of thefirst basestation 300 may scramble the burst using a particular key, andthe circuit 340 of the second basestation 300 may then use the same key(for symmetric key implementations) or a complementary key (forasymmetric key implementations) to descramble the burst. In an exampleimplementation, the circuit 240 or 340 of the receiving device mayidentify the appropriate key for descrambling the burst based on anidentification signal prepended, appended, and/or embedded in the audioburst. For example, the circuit 340 of the basestation 300 may prependthe audio burst with a signal (in an audible or non-audible frequencyband) that identifies the sender of the burst, the intended recipient ofthe burst, and/or a key required for descrambling the burst. Additionalexample details of scrambling chat audio for private communicationsamong a subset of participants in a gaming chat are described below withreference to FIGS. 5A-6.

FIG. 4 depicts a block diagram of an example multi-purpose device 192.The example multi-purpose device 192 comprises a an applicationprocessor 402, memory subsystem 404, a cellular/GPS networking subsystem406, sensors 408, power management subsystem 410, LAN subsystem 412, busadaptor 414, user interface subsystem 416, and audio processor 418.

The application processor 402 comprises circuitry operable to executeinstructions for controlling/coordinating the overall operation of themulti-purpose device 192 as well as graphics processing functions of themulti-purpose device 402. Such instructions may be part of an operatingsystem of the device 192 and/or part of one or more softwareapplications running on the device 192.

The memory subsystem 404 comprises volatile memory for storing runtimedata, nonvolatile memory for mass storage and long-term storage, and/ora memory controller which controls reads writes to memory.

The cellular/GPS networking subsystem 406 comprises circuitry operableto perform baseband processing and analog/RF processing for transmissionand reception of cellular and GPS signals.

The sensors 408 comprise, for example, a camera, a gyroscope, anaccelerometer, a biometric sensor, and/or the like.

The power management subsystem 410 comprises circuitry operable tomanage distribution of power among the various components of themulti-purpose device 192.

The LAN subsystem 412 comprises circuitry operable to perform basebandprocessing and analog/RF processing for transmission and reception ofwired, optical, and/or wireless signals (e.g., in accordance with Wi-Fi,Wi-Fi Direct, Bluetooth, Ethernet, and/or other standards).

The bus adaptor 414 comprises circuitry for interfacing one or moreinternal data busses of the multi-purpose device with an external bus(e.g., a Universal Serial Bus) for transferring data to/from themulti-purpose device via a wired connection.

The user interface subsystem 416 comprises circuitry operable to controland relay signals to/from a touchscreen, hard buttons, and/or otherinput devices of the multi-purpose device 192.

The audio processor 418 comprises circuitry to process (e.g., digital toanalog conversion, analog-to-digital conversion, compression,decompression, encryption, decryption, resampling, etc.) audio signals.The audio processor 418 may be operable to receive and/or output signalsvia a connector such as a 3.5 mm stereo and microphone connector.

FIG. 5A is a flowchart illustrating an example process for configuringgaming devices to support scrambled and unscrambled gaming chat audio.The blocks are described with reference to FIG. 5B.

In block 502, four players log into an online multiplayer game (e.g.,“Game X”). As shown in FIG. 5B, each of the players may be connected tothe game via network 106 via a respective console 176 and GPN 190(represented as clouds 510 in FIG. 5B).

In block 504, the players' roles in the game are assigned. A player'srole may correspond, for example, to which of two or more opposing teamshe is on. For illustration, an example scenario in which players 1 and 2are on a first team, players 3 and 4 are on a second team, and the firstteam is opposing the second team in the online multiplayer game.

In block 506, based on the player role assignments in block 504,scrambling keys are communicated to and/or selected in the players'headsets. In the example scenario, the result is a headset 200 of player1 loading and/or selecting a first key (or key pair), a headset 200 ofplayer 2 loading and/or selecting the first key (or key pair), a headset200 of player 3 loading and/or selecting a second key (or key pair), aheadset 200 of player 4 loading and/or selecting the second key (or keypair).

In an example implementation, the server hosting the multiplayer onlinegame may output signal(s) to the headsets 200, via the respectiveconsoles 176, indicating the role of the various players. In thismanner, the configuration of headsets may be fully automated withoutneed for the players to take extra actions to configure the scramblingkeys of their headsets.

In an example implementation, an application running on multi-purposedevices 192 associated with the respective players and their headsetsmay present an interface for selecting each of the players' roles in theonline multiplayer game. In response to one or more of the playersinputting the players' respective roles into their devices 192, themulti-purpose devices 192 may communicate with one another (e.g., viathe network 106) to ensure that each player has selected the correctrole, and then output a signal to their respective headsets to loadand/or select the appropriate scrambling keys.

In an example implementation, scrambling keys themselves, or identifiersof scrambling keys, may be communicated to the players' respectivemulti-purpose devices 192 (e.g., via email, SMS, MMS, a pushnotification, and/or the like). Each multi-purpose device 192 may thenload/configure (either automatically or in response to a user input) theassociated headset 200 with the received or identified key (e.g., via aBluetooth connection between the headset 200 and multi-purpose device192).

In an example implementation, a player may select a scrambling key viaan app running on his/her multi-purpose device 192 and select whichother players should receive the key. In response to these selections,the multi-purpose device 192 may then load/configure the player'sheadset with the selected key and transmit (e.g., via text, SMS, MMS, apush notification, and/or the like) the key, or an identifier of thekey, to the multi-purpose device(s) 192 of the selected player(s).

In block 508, gameplay begins and the microphone audio signals 514 fromthe four players are conveyed into the network 106 where they arecombined into a common chat audio signal 516 which is then output to theplayers via their respective consoles 176 and headsets 200. An examplechat audio stream and the resulting audio in the players' headsets aredescribed below with reference to FIG. 7A.

FIG. 6 is a flowchart illustrating example processing of chat audio in agaming system where scrambling of chat audio is supported.

In block 602, each of the four players in the example scenario hashis/her headset in a non-scrambling mode. As a result, each microphonesignal 514 carries unscrambled microphone audio from each of the playersheadsets to the network 106 where they are combined into the chat signal516 which is then output to the headsets. Because each headset is anon-scrambling mode, all the microphone audio is intelligible to all theplayers. It should be noted that “scrambling” as used here, refers toscrambling of audio (in the digital and/or analog domain) such that theaudio becomes unintelligible to a human listener if not descrambledprior to presenting the audio to the listener. “Scrambling” as usedherein does not refer to scrambling that is done in a transmitter togive the data useful engineering properties, and that is reversed as amatter of course in the receiver. For distinction, this latter type ofprocessing may be referred to as “randomization” and is often pairedwith a forward error correction mechanism.

In block 604, Player 1 switches his/her headset to scrambling mode toenable a private communication with Player 2. The switch to scramblingmode may be effected by, for example, pressing one of the buttons 212 onthe headset 200 and/or via a user interface of a multi-purpose device192 in use by Player 1.

In block 606, Player 1 speaks into the microphone of his/her headset200, the resulting microphone audio signal is scrambled by circuitry 240of the headset 200, and the scrambled audio is then transmitted (e.g.,via console 176 in use by Player 1) to one or more servers of thenetwork 106 that are hosting the group chat for the game.

In an example implementation, the scrambled audio may be communicatedalong with a key identifier—information that enables a headset receivingthe scrambled audio to identify a key needed for descrambling the audio.For example, a tone or sequence of tones (e.g., near the upper or lowerend of the audio band such that it is inaudible, or nearly so) may beadded to the scrambled audio. The tone(s) (e.g., their frequency and/orduration) may directly identify the descrambling key (e.g., where thekeys are given unique identifiers) and/or may provide information (e.g.,which player's headset sent the audio, which player's headset isintended to receive the audio, and/or which key was used to scramble theaudio) from which the identity of the key may be extrapolated.

For the headset 200 of Player 2 (i.e., a headset 200 in which thenecessary key(s) for descrambling audio from the headset 200 of Player 1has been loaded/selected), reception of the audio transmitted in block606 proceeds via blocks 608-612. For the headset 200 of Players 3 and 4(i.e., headsets 200 in which the necessary key(s) for descrambling audiofrom the headset 200 of Player 1 have not been loaded/selected),reception of the audio transmitted in block 606 proceeds via blocks614-618.

In block 608, the scrambled audio is received by headset 200 of Player2. In block 610, the headset 200 of Player 2 detects that the receivedaudio is scrambled (e.g., based on detecting a key identifier and/or abegin-scrambling indicator that is received along with the scrambledaudio), and determines that it has been configured/loaded with theproper key for decrypting this audio. In block 612, the audio processingcircuitry 240 descrambles the received audio and outputs it to Player 2via the speakers 216.

In block 614, the scrambled audio is received by headset 200 of Player3. In block 616, the headset 200 of Player 3 detects that the receivedaudio is scrambled (e.g., based on detecting a key identifier and/or abegin-scrambling indicator that is received along with the scrambledaudio), and determines that it has not been configured/loaded with theproper key for decrypting this audio. In block 618, the audio processingcircuitry 240 of the headset 200 of Player 3 mutes the chat audio forthe duration of the scrambled audio from Player 1 (e.g., for theduration between a begin-scrambling indicator and an end-scramblingindicator). The muting may prevent Player 3 from having to listen to theunintelligible audio. Game audio may continue to be presented while thechat audio is muted, or both chat and game audio may be muted.

FIG. 7A shows a portion of an example chat audio stream and the resultsof the example audio stream in the headsets of the four playersdescribed above with reference to FIGS. 5A and 5B. Shown is an examplechat audio signal 702 which comprises bursts 712-730. Also shown are theresulting audio signals output via the speakers of the headsets of thevarious Players.

Unscrambled burst 712 from Player 1 is output via speakers of all fourheadsets. Unscrambled burst 714 from Player 2 is output via speakers ofall four headsets. Unscrambled burst 716 from Player 3 is output viaspeakers of all four headsets. Unscrambled burst 718 from Player 4 isoutput via speakers of all four headsets.

Burst 720 from Player 1 is scrambled by the headset 200 of Player 1.Headsets 200 worn by Players 1 and 2 descramble and output burst 720 viatheir speakers 216, but headsets 200 worn by Players 3 and 4 cannotdescramble burst 720 and, therefore, mute the chat audio during theburst 720.

Burst 722 from Player 2 is scrambled by the headset 200 of Player 2.Headsets 200 worn by Players 1 and 2 descramble and output burst 722 viatheir speakers 216, but headsets 200 worn by Players 3 and 4 cannotdescramble burst 722 and, therefore, mute the chat audio during theburst 722.

Burst 724 from Player 3 is scrambled by the headset 200 of Player 3.Headsets 200 worn by Players 3 and 4 descramble and output burst 724 viatheir speakers 216, but headsets 200 worn by Players 1 and 2 cannotdescramble burst 724 and, therefore, mute the chat audio during theburst 724.

Burst 726 from Player 4 is scrambled by the headset 200 of Player 4.Headsets 200 worn by Players 3 and 4 descramble and output burst 726 viatheir speakers 216, but headsets 200 worn by Players 1 and 2 cannotdescramble burst 726 and, therefore, mute the chat audio during theburst 726.

Unscrambled burst 728 from Player 3 is output via speakers of all fourheadsets. Unscrambled burst 730 from Player 1 is output via speakers ofall four headsets.

FIG. 7B depicts an example scrambled audio burst communicated by agaming headset that supports scrambling for private conversations amonga subset of game chat participants. The burst comprises a key identifier752 appended by a headset 200 which generated the audio burst. Theidentifier 752 may be added to the burst in the analog and/or digitaldomain. The burst comprises a begin-scrambling indicator 754 which aheadset 200 (or other device) may detect to trigger descrambling of thereceived chat audio signal. The begin-scrambling indicator 754 may beadded to the burst in the analog and/or digital domain. The burstcomprises scrambled audio 756 which, if output to speaker withoutdescrambling is unintelligible to a human listener. The burst comprisesan end-scrambling indicator 758 which a headset 200 (or other device)may detect to cease descrambling of the received chat audio signal. Theend-scrambling indicator 758 may be added to the burst in the analogand/or digital domain.

In an example implementation, an electronic device (e.g., console 176, aserver of network 106 that hosts an online multiplayer game, basestation300, headset 200, or the like) may be configurable to operate in ascrambling mode and a non-scrambling mode while processing chat audioand microphone audio for a first player participating in an onlinemultiplayer game via a game console (e.g., console 176). While operatingin the non-scrambling mode, the electronic device may be configured totransmit the microphone audio to the game console without scrambling themicrophone audio. While operating in the scrambling mode, the electronicdevice may be configured to scramble the microphone audio and transmitthe scrambled microphone audio to the game console. The electronicdevice may be operable to select a scrambling key used to scramble themicrophone audio based on a signal received by the electronic devicethat indicates a role of the player in the online multiplayer game. Therole of the player may correspond to which of two or more opposing teamsthe first player is a member of in the online multiplayer game. Thesignal may be received over a communication link between the electronicdevice and the game console (e.g., a link comprising links 122 and 180).The signal may be received over a communication link between theelectronic device and a gaming peripheral device (e.g., a Bluetoothlink). While operating in the scrambling mode, the electronic device maytransmit a key identifier along with the scrambled microphone audio. Thekey identifier may enable an electronic device of a second player of theonline multiplayer game to determine which descrambling key to use fordescrambling the scrambled microphone audio. The electronic device maybe operable to determine whether a key for descrambling the chat audiois available to it based on the key identifier. The electronic devicemay be configured to descramble the chat audio if the key fordescrambling the chat audio is available to the electronic device. Theelectronic device may be configured to mute the chat audio if the keyfor descrambling the chat audio is not available to the electronicdevice. The electronic device may be configured to apply a descramblingprocess to the chat audio from a begin-scrambling indicator until anend-scrambling indicator if the key for descrambling the chat audio isavailable to the electronic device. The electronic device may beconfigured to mute the chat audio from the begin-scrambling indicatoruntil the end-scrambling indicator if the key for descrambling the chataudio is not available to the electronic device. While operating in thescrambling mode, the electronic device may transmit a begin-scramblingindicator and an end-scrambling indicator along with the scrambledmicrophone audio. The electronic is operable to toggle between thescrambling mode and the non-scrambling mode in response to an actuation(e.g., a press of a button (e.g., 212), voice command, etc.) of theelectronic device.

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A headset that comprises a microphone andcircuitry that is configurable to operate in a scrambling mode or anon-scrambling mode while processing chat audio and microphone audio fora first player participating in an online multiplayer game, wherein:while operating in said non-scrambling mode, said circuitry of saidheadset is configured to transmit said microphone audio withoutscrambling said microphone audio; while operating in said scramblingmode, said circuitry of said headset is configured to scramble saidmicrophone audio and transmit said scrambled microphone audio; and saidcircuitry of said headset is operable to: determine whether a key fordescrambling said chat audio is available to said circuitry of saidheadset based on an identification signal received from a second playerof said online multiplayer game, said identification signal comprisingan identity of the sending device and intended recipient; and apply adescrambling process to or muting said chat audio based, at least inpart, on said availability of said key for descrambling.
 2. The headsetof claim 1, wherein a signal for said determining indicates a role ofsaid first player in said online multiplayer game.
 3. The headset ofclaim 2, wherein said role of said first player corresponds to which oftwo or more opposing teams said first player is a member of in saidonline multiplayer game.
 4. The headset of claim 2, wherein said signalis received over one of: a communication link between said circuitry ofsaid headset and a game console, and a communication link between saidcircuitry of said headset and a communication device.
 5. The headset ofclaim 1, wherein said circuitry of said headset is operable to scramblesaid microphone audio using a scrambling key.
 6. The headset of claim 5,wherein: while operating in said scrambling mode, said circuitry of saidheadset is operable to transmit an identification signal along with saidscrambled microphone audio; and said identification signal enablescircuitry of a headset of said second player of said online multiplayergame to determine which descrambling key to use for descrambling saidscrambled microphone audio.
 7. The headset of claim 1, wherein saidcircuitry of said headset is operable to: descramble said chat audiowhen said key for descrambling said chat audio is available to saidcircuitry of said headset; and mute said chat audio when said key fordescrambling said chat audio is not available to said circuitry of saidheadset.
 8. The headset of claim 1, wherein while operating in saidscrambling mode, said circuitry of said headset transmits abegin-scrambling indicator and an end-scrambling indicator along withsaid scrambled microphone audio.
 9. The headset of claim 1, wherein saidcircuitry of said headset is operable to toggle between said scramblingmode and said non-scrambling mode in response to a press of a button ofsaid headset.
 10. A method comprising: in a headset that comprises amicrophone and circuitry that is configurable to operate in a scramblingmode or a non-scrambling mode while processing chat audio and microphoneaudio for a first player participating in an online multiplayer game:while operating in said non-scrambling mode, transmitting saidmicrophone audio without scrambling said microphone audio; whileoperating in said scrambling mode, scrambling said microphone audio andtransmit said scrambled microphone audio; determining whether a key fordescrambling said chat audio is available to said circuitry of saidheadset based on an identification signal received from a second playerof said online multiplayer game, said identification signal comprisingan identity of the sending device and intended recipient; and applying adescrambling process to or muting said chat audio based, at least inpart, on said availability of said key for descrambling.
 11. The methodof claim 10, wherein a signal for said determining indicates a role ofsaid first player in said online multiplayer game.
 12. The method ofclaim 11, wherein said role of said first player corresponds to which oftwo or more opposing teams said first player is a member of in saidonline multiplayer game.
 13. The method of claim 10, comprisingscrambling said microphone audio using a scrambling key based on areceived signal.
 14. The method of claim 13, wherein said signal isreceived over one of: a communication link between said circuitry ofsaid headset and a game console, and a communication link between saidcircuitry of said headset and a communication device.
 15. The method ofclaim 13, comprising: while operating in said scrambling mode,transmitting an identification signal along with said scrambledmicrophone audio, wherein said identification signal enables circuitryof a headset of said second player of said online multiplayer game todetermine which descrambling key to use for descrambling said scrambledmicrophone audio.
 16. The method of claim 10, comprising: descramblingsaid chat audio when said key for descrambling said chat audio isavailable to said circuitry of said headset; and muting said chat audiowhen said key for descrambling said chat audio is not available to saidcircuitry of said headset.
 17. The method of claim 10, comprising, whileoperating in said scrambling mode, transmitting a begin-scramblingindicator and an end-scrambling indicator along with said scrambledmicrophone audio.
 18. The method of claim 10, comprising togglingbetween said scrambling mode and said non-scrambling mode in response toa press of a button of said headset.
 19. A headset that comprises amicrophone and circuitry that is configurable to operate in a scramblingmode or a non-scrambling mode while processing chat audio and microphoneaudio for a first player participating in an online multiplayer game,wherein: while operating in said non-scrambling mode, said circuitry ofsaid headset is configured to transmit said microphone audio withoutscrambling said microphone audio; while operating in said scramblingmode, said circuitry of said headset is configured to scramble saidmicrophone audio and transmit said scrambled microphone audio; and saidcircuitry of said headset is operable to: determine whether a key fordescrambling said chat audio is available to said circuitry of saidheadset based on an identification signal received from a second playerof said online multiplayer game, said identification signal comprisingan identity of the sending device and intended recipient; and apply adescrambling process to or muting said chat audio depending at least inpart on said availability of said key for descrambling.
 20. The headsetof claim 19, wherein a signal for said determining indicates a role ofsaid first player in said online multiplayer game.
 21. The headset ofclaim 20, wherein said role of said first player corresponds to which oftwo or more opposing teams said first player is a member of in saidonline multiplayer game.
 22. The headset of claim 20, wherein saidsignal is received over one of: a communication link between saidcircuitry of said headset and a game console, and a communication linkbetween said circuitry of said headset and a communication device. 23.The headset of claim 19, wherein said circuitry of said headset isoperable to scramble said microphone audio using a scrambling key. 24.The headset of claim 23, wherein: while operating in said scramblingmode, said circuitry of said headset is operable to transmit anidentification signal along with said scrambled microphone audio; andsaid identification signal enables circuitry of a headset of said secondplayer of said online multiplayer game to determine which descramblingkey to use for descrambling said scrambled microphone audio.
 25. Theheadset of claim 19, wherein said circuitry of said headset is operableto toggle between said scrambling mode and said non-scrambling mode inresponse to a press of a button of said headset.
 26. A methodcomprising: in a headset that comprises a microphone and circuitry thatis configurable to operate in a scrambling mode or a non-scrambling modewhile processing chat audio and microphone audio for a first playerparticipating in an online multiplayer game: while operating in saidnon-scrambling mode, transmitting said microphone audio withoutscrambling said microphone audio; while operating in said scramblingmode, scrambling said microphone audio and transmit said scrambledmicrophone audio; determining whether a key for descrambling said chataudio is available to said circuitry of said headset based on anidentification signal received from a second player of said onlinemultiplayer game, said identification signal comprising an identity ofthe sending device and intended recipient; and applying a descramblingprocess to or muting said chat audio depending at least in part on saidavailability of said key for descrambling.
 27. The method of claim 26,wherein a signal for said determining indicates a role of said firstplayer in said online multiplayer game.
 28. The method of claim 27,wherein said role of said first player corresponds to which of two ormore opposing teams said first player is a member of in said onlinemultiplayer game.
 29. The method of claim 26, comprising scrambling saidmicrophone audio using a scrambling key based on a received signal. 30.The method of claim 29, wherein said signal is received over one of: acommunication link between said circuitry of said headset and a gameconsole, and a communication link between said circuitry of said headsetand a communication device.
 31. The method of claim 29, comprising:while operating in said scrambling mode, transmitting an identificationsignal along with said scrambled microphone audio, wherein saididentification signal enables circuitry of a headset of said secondplayer of said online multiplayer game to determine which descramblingkey to use for descrambling said scrambled microphone audio.
 32. Themethod of claim 26, comprising toggling between said scrambling mode andsaid non-scrambling mode in response to a press of a button of saidheadset.